FASERIP —Pulp is a supplement for the classic Marvel Superheroes Role-playing Game (MSH) which supplies guidelines for creating pulp era characters and adventures. A Copy of the MSH advanced rules is needed to use this supplement. In writing this supplement it’s my intention to provide inspiration for Players and Game masters to look beyond the superhero applications of the FASERIP system and apply it to other genres (In this case Pulp adventure) I feel that FASERIP is a robust enough system to hold up in any genre of gaming from traditional Fantasy to Space opera.
Rather than generating characters by using the standard random charts that the MSH system uses, FASERIP-Pulp borrows liberally from the outstanding article “With Great Power” Campaign Construction, Part 1: Origin by Dale A. Donovan originally printed in Polyhedron Newszine #72.
Character Generation
In FASERIP-Pulp, players are awarded 250 Character Points (CP’s). These points are used to purchase Abilities, Powers, and Talents. The first thing a player must do is to decide what type of Character they will be playing.
Character Type
Just as there were different types of Pulp Magazines there are different types of Pulp heroes. These heroes consist of everything from Crime fighters and cowboys to sailors and fighter pilots. In FASERIP-Pulp the focus will be on how the characters arrived at their current level of expertise and power rather than the form in which that power is put to use. For example; characters such as The Shadow and Batman can both be classified under crime fighters, however the Shadow makes use of mystical powers to “cloud men’s minds” whereas Batman uses his superior fighting skills and advanced gadgetry to overcome his opponents. They both achieve the same ends but go about it in different ways. There are no “Bonuses” for choosing any particular character type, they are simply to be used as a tool to help the player create a character with a firm concept.
- Normal human: These are characters like Tarzan, Indiana Jones, The Phantom and Union Jack. None of these guys have super abilities of any sort; however, there is nothing average about them. Each one is highly conditioned or skilled. These heroes are able to hold their own in just about any situation.
- Altered human: these are heroes who have undergone some type of change that enables them to perform feats otherwise not possible by a normal human. Examples would be like the extraordinary speed of the Whizzer, or the amazing physical conditioning and combat skill of Captain America.
- Augmented human: these heroes employ gadgets, which augment their natural abilities to assist them in their adventures. Without their gadgets they may still be exceptional but with their tools they are a true force to be reckoned with. Examples include The Rocketeer, the Sandman, and the Green Hornet.
- Mystically enhanced human: whether they are students of the mystic arts or their powers come from within their own psyche, these heroes have transcended the limits of mortal men to become something much more. Prime examples in the genre are: Mandrake the Magician, The Shadow, and Kaliman.
Abilities:
When dealing with the subject of Abilities & Powers it’s important to remember that to retain a true “pulpish” feel the powers and their levels should be kept within a range consistent with the genre. In comparison with modern comic heroes such as Iron Man and Thor most pulp heroes would be considered weak in powers and abilities. But in their own genre a Pulp hero is often the epitome of human conditioning or at least an expert in several fields, whether it be science of Archeology or ” the sweet science” of Boxing, Pulp heroes generally represent the best of the best.
The primary abilities; Fighting, Agility, Endurance, etc. are purchased on a point for point basis. Since this campaign is recreating the “pulp era” limits have been placed in regards to how powerful a character is allowed to be when entering the game. Therefore level limits have been set to reflect the nature of the genre. Ability ranks are purchased with CP’s on a point-by-point basis.
Fighting: maximum rank of Incredible
Agility: maximum rank of Incredible
Strength: maximum rank of Excellent
Endurance: maximum rank of Remarkable
Reason: maximum rank of Remarkable
Intuition: maximum rank of Amazing
Psyche: maximum rank of Amazing
It’s important to note that these restrictions are placed upon characters only at the start of their careers. It is completely within the realm of possibility that these levels can be transcended through regular campaign play. The player should work with the game master to explore these possibilities.
Resources
Resources are purchased with CP’s at a rate of 2 CP’s for every 1-resource point. The maximum allowable rank for beginning characters is Incredible.
In a pulp game finances aren’t something you should be spending a lot of time on. The characters should be dodging bullets and rescuing innocents from deathtraps-not figuring the monthly bills or shopping for ammunition. The Game master should help the players along in this, don’t sweat the boring details. If it helps the story move along then let it be. Of course the players have tuxedos and dine the Ritz. Naturally they can afford tickets to the best shows in town. You need tickets to Buenos Aires? No problem. Any time there is a question as to whether the characters can afford something or not, bring other factors into play such as contacts and skills like bluff and streetwise. If the players need it, but cant afford it, then make sure there is at least one other option for them to obtain it.
Powers, Talents, and Contacts
The first thing- and this cannot be emphasized enough, is that when you are choosing your powers try to remain faithful to the campaign setting and the pulp genre in general. As it was stated earlier, the heroes of the pulps where much less powerful than the Gods and Mutants populating the modern day comic universe. With the obvious exception of the “Man of steel” Characters with powers such as those of Thor or Storm were unheard of. When choosing powers, remember to try to do more with less.
Powers
It costs 10 CP’s to purchase a power. After purchasing the power the player must pay the cost of the rank for that power at a point for point cost. Powers with an asterisk (*) cost 30 points each, and their rank cost is at 2 CP’s for each rank number. The powers have been selected from the MSH advanced players book. Some of the more powerful powers were omitted for the sake of the genre.
Resistances
Resistance to fire and heat
Resistance to cold
Resistance to electricity
Resistance to radiation
Resistance to toxins
Resistance to corrosives
Resistance to emotion attacks
Resistance to mental attacks
Resistance to magical attacks
Resistance to disease
Senses
Protected senses
Enhanced senses
Infravision
Combat sense*
Emotion detection
Energy detection
Magic detection
Magnetic detection
Psionic detection
Astral detection
Tracking ability
Movement
Flight*
Gliding
Leaping
Wall crawling
Lightning speed*
Levitation
Swimming
Climbing
Matter Control
Earth control*
Air control*
Fire control*
Water control*
Weather control*
Energy Control
Magnetic manipulation*
Electrical manipulation*
Light manipulation
Sound manipulation
Darkforce manipulation*
Body Control
Growth
Shrinking
Density manipulation (self)*
Invisibility*
Plasticity
Imitation*
Animal transformation*
Distance Attacks
Projectile missile
Ensnaring missile
Ice generation
Fire generation
Stunning missile
Slashing missile
Nullifier missile*
Darkforce generation*
Mental Powers
Telepathy
Telekinesis
Force field generation*
Animal communication and control
Mechanical intuition
Animal empathy
Empathy
Psi-screen
Body Alterations /Offensive
Extra parts
Extra attacks
Energy touch*
Paralyzing touch*
Claws
Body Alterations /Defensive
Body armor*
Water breathing
Absorption*
Regeneration*
Recovery*
Healing
Talents
All talents with an asterisk (*) cost 10 CP’s each. All others cost 5 CP’s. The allowable talents are listed on the following table, new talents are in bold Italics:
Weapon Skills
Guns
Thrown weapons
Bows
Blunt weapons
Sharp weapons
Oriental weapons
Weapon master*
Weapon specialist*
Marksman*
Fighting Skills
Martial Arts A (Judo)*
Martial Arts B (Boxing, Karate, Savate)*
Martial Arts C (Jiu-Jitsu)*
Martial Arts D* (Aikido)
Martial Arts E (Escrima)*
Wrestling
Thrown objects
Tumbling
Acrobatics
Professional Skills
Medicine*
Law*
Law enforcement
Pilot*
Military
Business /Finance
Journalism
Engineering*
Crime*
Psychiatry*
Detective / Espionage
Seamanship
Scientific Skills
Chemistry
Biology
Geology
Archeology
Physics
Electronics
Mystic & Mental Skills
Trance
Hypnosis
Sleight of hand
Resist domination*
Mystic Origin*
Occult lore*
Other Skills
Seamanship
Demolitons
Artist
Languages
Ancient languages*
First aid
Tinkering / repair
Performer
Animal training
Heir to fortune*
Student
Leadership
Apprasing
Bluff
Driving
Area knowledge
Survival
Lock picking
*New Talents*
Ancient Languages
Your character is adept at a specific ancient language (Sumerian, Toltec, Hittite, Etc). In addition apply a +1CS when your character tries to decipher similar regional languages or dialects.
Appraise
Your character is familiar with a varying assortment of items and has a rather good eye for appraising their value. Apply a +1CS to all intuition rolls when appraising items.
Area Knowledge
Where is the best place to get a steak in downtown San Francisco? Where is Whitestone Sanitarium? Apply a +1CS to all reason rolls regarding area knowledge. The broader the area the more general the knowledge, the smaller an area the more specific the knowledge. So if your character takes Area Knowledge: San Francisco, then he will be knowledgeable in the general goings on in the city and it’s various districts, who is in charge, where the society folk hang out, what part of the city to avoid, etc. If your character took area knowledge: Chinatown- then he would know which gang runs what turf and the best place to fence jewelry, etc.
Bluff
Your character can really sling it. He is able to lie through his teeth without the slightest hesitation. Faced with impossible odds and no chance of escape, sometimes a far-fetched story is just the trick. Characters with this talent gain a +1CS to all Intuition rolls when trying to bluff others.
Demolitions
The character with this talent is trained in the handling, placement, use, and deactivation of explosives. A +1CS applies to all FEATS involving working with explosives.
Driving
In the Pulp era not everyone knew how to drive. Characters with this skill not only drive, they drive good. Stunt drivers, getaway drivers, back road moonshine runners. Characters with the driving talent have a +1CS to all FEATS behind the wheel.
Lock picking
This Talent allows your character a +1CS to all Agility FEAT rolls involving opening a variety of locks as well as identifying and disarming mechanical traps. This skill also applies to safe cracking.
Seamanship
With this skill your character can get a job as a sailor. It conveys a basic knowledge of seamanship skills as well as the terminology, folklore and workings of a ship and its crew. A +1CS applies to all appropriate FEAT rolls. If the character also possesses the leadership talent then they are considered capable of commanding a crew effectively.
Shadowing
This skill will enable your character to successfully follow a person without giving themselves away. In order for this to work your character must be alone. A +1CS will apply in all stealth-like endeavors
Streetwise
Your character is well versed in urban survival. He knows most of the scams, and cons that the pro’s use on the naïve and unsuspecting. When it comes to the streets he is able to blend in and disappear. +1CS to all Intuition FEATS used with this talent.
Survival
With this skill your character is considered trained to survive in extreme conditions using the tools at hand. Characters with the survival skill receive A +1CS for all FEAT attempts at basically living off the land. Survival skill in varying climate types must be taken individually (Desert, plain, mountain, forest, and jungle).
Tracking
With this skill your character able to use trail markings, signs and other means to track prey. It also allows the character to tell certain characteristics about the subjects being tracked (how many of them were, how encumbered they were, their general fitness) Characters receive a +1 CS to all FEAT rolls involved in tracking.
Contacts
Contacts cost 5 CP’s each in FASERIP-Pulp and they are used exactly as they would be in a standard MSH game. In FASERIP Pulp, Contacts can play a key role in the success of an adventure. Much of the technology that we take for granted today was either non existent or in it’s infancy during the Pulp era. There fore, the ability to call upon specialized assistance in a particular field was a great asset. Whether it’s a friend at city hall who can push paperwork through the system, a librarian at the university who can locate rare works on anthropology, or a guy who knows a guy who can get you a case of dynamite on short notice-no questions asked. Having the right contacts is indispensable and a worthy investment of CP’s.
Guns and Gadgets
Guns
The information concerning firearms is a bit sparse in the MSH game. For FASERIP-Pulp the characters exposure to common firearms will be more prevalent. Therefore, the following list of firearms is expanded to give players more of a feel for the types of firearms their characters may encounter during their adventures. Only standard firearms are presented and a quick inquiry on any image search engine should provide a number of photographs for reference. The stun guns, laser ray pistols, and other esoteric weaponry that are a staple of the genre are dealt with in the gadget section.
Cheap handgun
Basically a cheap, low caliber, “Throwaway” pistol such as a .32 revolver. These types of pistols are carried by only the lowest and most inept of criminals.
Holdout/ backup Pistol
These pistols are generally easily concealed, low caliber or on-shot affairs used as a “Back up” for emergency situations. The classic Derringer pistol is an excellent example of a “Hold-out” pistol. These weapons use the same statistics as the cheap handgun but their Material is improved to excellent.
Police / Military Handgun
Most local law enforcement officers carry the standard .38 revolver or a smaller detective special of the same type (as do most criminals). US Government agents and military officers usually carry the M1911 .45 automatic, other types of military side arms include the 9mm Browning automatic, Walther P38, and the very “Pulpish” Mauser C-96 "Broom handle" pistol (see photo).
Hunting rifle
These types of rifles are primarily used for hunting and home defense. The type of rifle most identified with the “Cowboy” of film and folklore and best exemplified by the Winchester 94 .30-30 (above).
Military rifle
The rifle is the standard military arm of the period. It’s a single shot, high caliber, long-range weapon. Examples include the Lee-Enfield No.1, Mk.3, Mauser K98, or M1 Garand (above).
Automatic rifle
A precursor to the assault rifle of the latter 20th century, the Browning automatic rifle or BAR had a higher rate of fire than a standard military rifle but was not as cumbersome as a full sized machine gun. Its .30-06 round was powerful and ideal for situations where suppressive fire was needed in a hurry.
Shotgun
Primarily used for home defense as well as law enforcement the shotgun also saw some use in the military as a preferred weapon of the Marine Corps when fighting in the jungles of the Philippines and Nicaragua. The Winchester 97 12 gauge is an example of a standard pump action shotgun of the period.
Submachine gun
Considered the classic Gangster weapon, the Thompson M1928 (Tommy gun) is one example of a submachine gun of the period. The Thompson was noted for its durability and ability to lay down a massive amount of firepower for its size.
Machinegun
This is a large slug thrower, usually mounted on a vehicle, smaller versions, such as the Lewis gun (above) can be mounted to bipods, other models, such as the Vickers machine gun, are tripod mounted and usually require a team of two to operate effectively.
Gadgets
Exotic gadgets are a staple of pulp adventure. In FASERIP Pulp these gadgets represent the “powers” that many of the heroes wield. A rocket pack or jet boots that convey the power of flight, the stone-crushing strength in a pair of power gloves, or the ability to paralyze opponents when shooting them with a Ray gun.
Gadget FASERIP Equivalent power
Power gloves Enhanced strength (Remarkable)
Laser Ray gun Laser pistol; page 42 Players’ Book
Rocket pack Flight 90MPH (Remarkable)
Stun Ray gun Stun pistol; page 42 Players’ Book
Breathing device (artificial gill) Water breathing
Magic
Magic exists in the FASERIP Pulp universe. In fact many pulp tales are rooted firmly in the supernatural. Of course, as we stated earlier in the powers section, the magic in FASERIP Pulp is a bit more subdued than in modern comics. Adventures featuring Dimension-hopping Arch-Mages and Demon slaying Sorcerers weren’t as common in the pulps as they are in today’s comic universes. Still, magic does play a part in the Pulps though it’s mostly used as a tool for the villains than for the heroes. Ancient curses, Black Magic, Voodoo, Etc. offer plenty of Supernatural obstacles for the heroes to overcome.
The standard magic rules in the Advanced Player’s book apply, simply use the powers list as your guide and shape the power into a magical effect. Of course if you have Access to the “Realms of Magic” Supplement, then by all means use it. “Realms of Magic” offers extensive information on using magic using the FASERIP system.
Who are the Bad guys?
The threats that are dealt with in the pulps are not overt ones. They are more often Hidden threats. Threats that if made public would either be disbelieved or cause hysteria. In the pulps lone heroes or small bands of adventurers face off against large organizations bent on nefarious deeds. The “All American” attitude that the average “Joe” armed with guts, determination and strong moral fiber can take on any threat, Was the bread and butter of these stories. Therefore the foes in the pulp stories were often subversive ones, operating in small numbers for very specific goals. This allowed a small group or even a single individual to have a reasonable chance at thwarting the enemies “Master plan”.
Aliens-Threats from distant planets are very real in the pulp world. Often the attacks are subversive ones, with the aliens using human agents or taking on the appearance of Earthlings and walking among us as they prepare the way for a full scale invasion. Aliens often have human agents or Robotic bodyguards to aid them in their plans. The alien invasion adventure also provides the opportunity for the characters to gain useful “Alien technologies” to use in future adventures. Many of the superpowers in the FASERIP Pulp rules can be explained away with the appropriate alien device.
Cultists- they may worship Tlaloc, Damballah, Kali, Set, Great Cthulhu, or the Devil himself. They have plans and plots. Some cultists hold their vile ceremonies in the darkest recesses of the jungle; others perform their grisly rites in the secluded mansions of the rich and famous. All cults are secret, and their members fanatically loyal. Their leaders and Lieutenants may posses magical powers gained through ancient rites or bloody pacts made with creatures from the Netherworld. Here, as with alien Technologies, the characters should be given the chance to stumble across the odd mystical device. Maybe it was a weapon of good that the cultists had hidden away. Or a spell book that unlocks Eldritch powers.
Criminals- Prohibition maybe over, but criminals are still out there in force making big money any way they can. Criminal organizations can range from the Cosa Nosta of Sicily and New York to the Pirates of the South China Sea.
Mad Scientists and Megalomaniacs- whether he is the scientific genius with the answer to the world’s problems, or the classic Oriental mastermind. He has an agenda and he will see it through- Unless he is stopped. The mad scientist left the rational world long ago in the pursuit of pure scientific research. Ethics are concerns for lesser men. The scientist often works in seclusion far from the nuisances of modern society. He has a few trusted assistants, and perhaps a “special creation” or two to deal with unwanted visitors. The Megalomaniac on the other hand is almost always supported by legions of nameless, steadfast followers who share his vision. Organizations headed by the Mastermind are often secret ones with ties to large corporations and even governments themselves, by which they obtain capital and manipulate towards their own agendas.
Nazis- Nazi’s are everybody’s favorite bad guys. If these jokers are involved you know there’s trouble afoot. Nazi Germany was not yet seen as a major threat by the average populace of the pulp world. And "Herr Schicklgruber" and his crew used this to their advantage, as they sent their agents out into the world looking for lost treasures and occult artifacts.
Savage Tribesmen — Headhunters in the Amazon basin, Neanderthals of the “Lost World”, Cannibals in Darkest Africa. Any type of unexplored or untamed wilderness will have their share of savage tribesmen. Of course not all tribesmen are savage, the heroes should also encounter friendly tribesmen as well. But be sure to have some savage tribesmen close by to attack the peaceful village and make off with the professors daughter.
Slavers-Slavery, especially “White slavery” is very prevalent in the pulps. It’s a great adventure primer for your characters. While on vacation in a foreign country, A sister, niece, girlfriend, Etc. of one of the PC’s is kidnapped by a ruthless gang of white slavers. Adventure ensues as the heroes attempt to retrieve her.
Exotic Locales
More than anything else the Pulps were about Location. The pulps were in their heyday during the great depression. Folks needed to escape from the drudge of daily life. The pulps offered this escape to exotic far away places where a man could make a difference. The keyword here being: Exotic.
Whether the locales were natural; Tropical jungles, Arctic wastelands, volcanic islands — or man made; underground labyrinths, lost temples, ancient libraries, hidden tombs, and ruined cities.
With the right use of description and the proper tone just about any locale can be made mysterious and exotic. Director john Carpenter did a masterwork job of this in his film “Big trouble in little China” where a modern day truck driver finds himself battling Tong warriors, ancient wizards, and magical beasts in an underground Fortress in San Francisco’s Chinatown.